gbe_fork/dll/steam_user_stats.cpp

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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "dll/steam_user_stats.h"
#include <random>
// --- Steam_Leaderboard ---
Steam_Leaderboard_Entry* Steam_Leaderboard::find_recent_entry(const CSteamID &steamid) const
{
auto my_it = std::find_if(entries.begin(), entries.end(), [&steamid](const Steam_Leaderboard_Entry &item) {
return item.steam_id == steamid;
});
if (entries.end() == my_it) return nullptr;
return const_cast<Steam_Leaderboard_Entry*>(&*my_it);
}
void Steam_Leaderboard::remove_entries(const CSteamID &steamid)
{
auto rm_it = std::remove_if(entries.begin(), entries.end(), [&](const Steam_Leaderboard_Entry &item){
return item.steam_id == steamid;
});
if (entries.end() != rm_it) entries.erase(rm_it, entries.end());
}
void Steam_Leaderboard::remove_duplicate_entries()
{
if (entries.size() <= 1) return;
auto rm = std::remove_if(entries.begin(), entries.end(), [&](const Steam_Leaderboard_Entry& item) {
auto recent = find_recent_entry(item.steam_id);
return &item != recent;
});
if (entries.end() != rm) entries.erase(rm, entries.end());
}
void Steam_Leaderboard::sort_entries()
{
if (sort_method == k_ELeaderboardSortMethodNone) return;
if (entries.size() <= 1) return;
std::sort(entries.begin(), entries.end(), [this](const Steam_Leaderboard_Entry &item1, const Steam_Leaderboard_Entry &item2) {
if (sort_method == k_ELeaderboardSortMethodAscending) {
return item1.score < item2.score;
} else { // k_ELeaderboardSortMethodDescending
return item1.score > item2.score;
}
});
}
// --- Steam_Leaderboard ---
void Steam_User_Stats::load_achievements_db()
{
std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file;
local_storage->load_json(file_path, defined_achievements);
}
void Steam_User_Stats::load_achievements()
{
local_storage->load_json_file("", achievements_user_file, user_achievements);
}
void Steam_User_Stats::save_achievements()
{
local_storage->write_json_file("", achievements_user_file, user_achievements);
}
nlohmann::detail::iter_impl<nlohmann::json> Steam_User_Stats::defined_achievements_find(const std::string &key)
{
return std::find_if(
defined_achievements.begin(), defined_achievements.end(),
[&key](const nlohmann::json& item) {
const std::string &name = static_cast<const std::string &>( item.value("name", std::string()) );
return common_helpers::str_cmp_insensitive(key, name);
}
);
}
std::string Steam_User_Stats::get_value_for_language(nlohmann::json &json, std::string key, std::string language)
{
auto x = json.find(key);
if (x == json.end()) return "";
if (x.value().is_string()) {
return x.value().get<std::string>();
} else if (x.value().is_object()) {
auto l = x.value().find(language);
if (l != x.value().end()) {
return l.value().get<std::string>();
}
l = x.value().find("english");
if (l != x.value().end()) {
return l.value().get<std::string>();
}
l = x.value().begin();
if (l != x.value().end()) {
if (l.key() == "token") {
std::string token_value = l.value().get<std::string>();
l++;
if (l != x.value().end()) {
return l.value().get<std::string>();
}
return token_value;
}
return l.value().get<std::string>();
}
}
return "";
}
/*
layout of each item in the leaderboard file
| steamid - lower 32-bits | steamid - higher 32-bits | score (4 bytes) | score details count (4 bytes) | score details array (4 bytes each) ...
[0] | [1] | [2] | [3] | [4]
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ main header ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
*/
std::vector<Steam_Leaderboard_Entry> Steam_User_Stats::load_leaderboard_entries(const std::string &name)
{
constexpr const static unsigned int MAIN_HEADER_ELEMENTS_COUNT = 4;
constexpr const static unsigned int ELEMENT_SIZE = (unsigned int)sizeof(uint32_t);
std::vector<Steam_Leaderboard_Entry> out{};
std::string leaderboard_name(common_helpers::ascii_to_lowercase(name));
unsigned read_bytes = local_storage->file_size(Local_Storage::leaderboard_storage_folder, leaderboard_name);
if ((read_bytes == 0) ||
(read_bytes < (ELEMENT_SIZE * MAIN_HEADER_ELEMENTS_COUNT)) ||
(read_bytes % ELEMENT_SIZE) != 0) {
return out;
}
std::vector<uint32_t> output(read_bytes / ELEMENT_SIZE);
if (local_storage->get_data(Local_Storage::leaderboard_storage_folder, leaderboard_name, (char* )output.data(), read_bytes) != read_bytes) return out;
unsigned int i = 0;
while (true) {
if ((i + MAIN_HEADER_ELEMENTS_COUNT) > output.size()) break; // invalid main header, or end of buffer
Steam_Leaderboard_Entry new_entry{};
new_entry.steam_id = CSteamID((uint64)output[i] + (((uint64)output[i + 1]) << 32));
new_entry.score = (int32)output[i + 2];
uint32_t details_count = output[i + 3];
i += MAIN_HEADER_ELEMENTS_COUNT; // skip main header
if ((i + details_count) > output.size()) break; // invalid score details count
for (uint32_t j = 0; j < details_count; ++j) {
new_entry.score_details.push_back(output[i]);
++i; // move past this score detail
}
PRINT_DEBUG(
"Steam_User_Stats::load_leaderboard_entries '%s': user %llu, score %i, details count = %zu\n",
name.c_str(), new_entry.steam_id.ConvertToUint64(), new_entry.score, new_entry.score_details.size()
);
out.push_back(new_entry);
}
PRINT_DEBUG("Steam_User_Stats::load_leaderboard_entries '%s' total entries = %zu\n", name.c_str(), out.size());
return out;
}
void Steam_User_Stats::save_my_leaderboard_entry(const Steam_Leaderboard &leaderboard)
{
PRINT_DEBUG("Steam_User_Stats::save_my_leaderboard_entry saving entries for leaderboard '%s'\n", leaderboard.name.c_str());
const auto &my_entry = *leaderboard.find_recent_entry(settings->get_local_steam_id());
std::vector<uint32_t> output{};
uint64_t steam_id = my_entry.steam_id.ConvertToUint64();
output.push_back((uint32_t)(steam_id & 0xFFFFFFFF)); // lower 4 bytes
output.push_back((uint32_t)(steam_id >> 32)); // higher 4 bytes
output.push_back(my_entry.score);
output.push_back((uint32_t)my_entry.score_details.size());
for (const auto &detail : my_entry.score_details) {
output.push_back(detail);
}
std::string leaderboard_name(common_helpers::ascii_to_lowercase(leaderboard.name));
local_storage->store_data(Local_Storage::leaderboard_storage_folder, leaderboard_name, (char* )&output[0], output.size() * sizeof(output[0]));
}
Steam_Leaderboard_Entry* Steam_User_Stats::update_leaderboard_entry(Steam_Leaderboard &leaderboard, const Steam_Leaderboard_Entry &entry, bool overwrite)
{
bool added = false;
auto user_entry = leaderboard.find_recent_entry(entry.steam_id);
if (!user_entry) { // user doesn't have an entry yet, create one
added = true;
leaderboard.entries.push_back(entry);
user_entry = &leaderboard.entries.back();
} else if (overwrite) {
added = true;
*user_entry = entry;
}
if (added) { // if we added a new entry then we have to sort and find the target entry again
leaderboard.sort_entries();
user_entry = leaderboard.find_recent_entry(entry.steam_id);
PRINT_DEBUG("Steam_User_Stats::update_leaderboard_entry added/updated entry for user %llu\n", entry.steam_id.ConvertToUint64());
}
return user_entry;
}
unsigned int Steam_User_Stats::find_cached_leaderboard(const std::string &name)
{
unsigned index = 1;
for (const auto &leaderboard : cached_leaderboards) {
if (common_helpers::str_cmp_insensitive(leaderboard.name, name)) return index;
++index;
}
return 0;
}
unsigned int Steam_User_Stats::cache_leaderboard_ifneeded(const std::string &name, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType)
{
unsigned int board_handle = find_cached_leaderboard(name);
if (board_handle) return board_handle;
// PRINT_DEBUG("Steam_User_Stats::cache_leaderboard_ifneeded cache miss '%s'\n", name.c_str());
// create a new entry in-memory and try reading the entries from disk
struct Steam_Leaderboard new_board{};
new_board.name = common_helpers::ascii_to_lowercase(name);
new_board.sort_method = eLeaderboardSortMethod;
new_board.display_type = eLeaderboardDisplayType;
new_board.entries = load_leaderboard_entries(name);
new_board.sort_entries();
new_board.remove_duplicate_entries();
Steam_Leaderboard_Entry my_new_entry{};
my_new_entry.steam_id = settings->get_local_steam_id();
auto my_entry = update_leaderboard_entry(new_board, my_new_entry, false);
// save it in memory for later
cached_leaderboards.push_back(new_board);
board_handle = cached_leaderboards.size();
PRINT_DEBUG(
"Steam_User_Stats::cache_leaderboard_ifneeded cached a new leaderboard '%s' %i %i\n",
new_board.name.c_str(), (int)eLeaderboardSortMethod, (int)eLeaderboardDisplayType
);
return board_handle;
}
void Steam_User_Stats::send_my_leaderboard_score(const Steam_Leaderboard &board, const CSteamID *steamid, bool want_scores_back)
{
const auto &my_entry = *board.find_recent_entry(settings->get_local_steam_id());
auto score_entry_msg = new Leaderboards_Messages::UserScoreEntry();
score_entry_msg->set_score(my_entry.score);
score_entry_msg->mutable_score_details()->Assign(my_entry.score_details.begin(), my_entry.score_details.end());
auto board_info_msg = new Leaderboards_Messages::LeaderboardInfo();
board_info_msg->set_allocated_board_name(new std::string(board.name));
board_info_msg->set_sort_method(board.sort_method);
board_info_msg->set_display_type(board.display_type);
auto board_msg = new Leaderboards_Messages();
if (want_scores_back) board_msg->set_type(Leaderboards_Messages::UpdateUserScoreMutual);
else board_msg->set_type(Leaderboards_Messages::UpdateUserScore);
board_msg->set_appid(settings->get_local_game_id().AppID());
board_msg->set_allocated_leaderboard_info(board_info_msg);
board_msg->set_allocated_user_score_entry(score_entry_msg);
auto common_msg = new Common_Message();
common_msg->set_source_id(settings->get_local_steam_id().ConvertToUint64());
if (steamid) common_msg->set_dest_id(steamid->ConvertToUint64());
common_msg->set_allocated_leaderboards_messages(board_msg);
if (steamid) network->sendTo(common_msg, true);
else network->sendToAll(common_msg, true);
}
void Steam_User_Stats::request_user_leaderboard_entry(const Steam_Leaderboard &board, const CSteamID &steamid)
{
auto board_info_msg = new Leaderboards_Messages::LeaderboardInfo();
board_info_msg->set_allocated_board_name(new std::string(board.name));
board_info_msg->set_sort_method(board.sort_method);
board_info_msg->set_display_type(board.display_type);
auto board_msg = new Leaderboards_Messages();
board_msg->set_type(Leaderboards_Messages::RequestUserScore);
board_msg->set_appid(settings->get_local_game_id().AppID());
board_msg->set_allocated_leaderboard_info(board_info_msg);
auto common_msg = new Common_Message();
common_msg->set_source_id(settings->get_local_steam_id().ConvertToUint64());
common_msg->set_dest_id(steamid.ConvertToUint64());
common_msg->set_allocated_leaderboards_messages(board_msg);
network->sendTo(common_msg, true);
}
// change stats/achievements without sending back to server
Steam_User_Stats::InternalSetResult<int32> Steam_User_Stats::set_stat_internal( const char *pchName, int32 nData )
{
PRINT_DEBUG("Steam_User_Stats::set_stat_internal <int32> '%s' = %i\n", pchName, nData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_User_Stats::InternalSetResult<int32> result{};
if (!pchName) return result;
std::string stat_name = common_helpers::ascii_to_lowercase(pchName);
const auto &stats_config = settings->getStats();
auto stats_data = stats_config.find(stat_name);
if (stats_config.end() == stats_data) return result;
if (stats_data->second.type != GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return result;
result.internal_name = stat_name;
result.current_val = nData;
auto cached_stat = stats_cache_int.find(stat_name);
if (cached_stat != stats_cache_int.end()) {
if (cached_stat->second == nData) {
result.success = true;
return result;
}
}
auto stat_trigger = achievement_stat_trigger.find(stat_name);
if (stat_trigger != achievement_stat_trigger.end()) {
for (auto &t : stat_trigger->second) {
if (t.check_triggered(nData)) {
set_achievement_internal(t.name.c_str());
}
}
}
if (local_storage->store_data(Local_Storage::stats_storage_folder, stat_name, (char* )&nData, sizeof(nData)) == sizeof(nData)) {
stats_cache_int[stat_name] = nData;
result.success = true;
result.notify_server = true;
return result;
}
return result;
}
Steam_User_Stats::InternalSetResult<std::pair<GameServerStats_Messages::StatInfo::Stat_Type, float>> Steam_User_Stats::set_stat_internal( const char *pchName, float fData )
{
PRINT_DEBUG("Steam_User_Stats::set_stat_internal <float> '%s' = %f\n", pchName, fData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_User_Stats::InternalSetResult<std::pair<GameServerStats_Messages::StatInfo::Stat_Type, float>> result{};
if (!pchName) return result;
std::string stat_name = common_helpers::ascii_to_lowercase(pchName);
const auto &stats_config = settings->getStats();
auto stats_data = stats_config.find(stat_name);
if (stats_config.end() == stats_data) return result;
if (stats_data->second.type == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return result;
result.internal_name = stat_name;
result.current_val.first = stats_data->second.type;
result.current_val.second = fData;
auto cached_stat = stats_cache_float.find(stat_name);
if (cached_stat != stats_cache_float.end()) {
if (cached_stat->second == fData) {
result.success = true;
return result;
}
}
auto stat_trigger = achievement_stat_trigger.find(stat_name);
if (stat_trigger != achievement_stat_trigger.end()) {
for (auto &t : stat_trigger->second) {
if (t.check_triggered(fData)) {
set_achievement_internal(t.name.c_str());
}
}
}
if (local_storage->store_data(Local_Storage::stats_storage_folder, stat_name, (char* )&fData, sizeof(fData)) == sizeof(fData)) {
stats_cache_float[stat_name] = fData;
result.success = true;
result.notify_server = true;
return result;
}
return result;
}
Steam_User_Stats::InternalSetResult<std::pair<GameServerStats_Messages::StatInfo::Stat_Type, float>> Steam_User_Stats::update_avg_rate_stat_internal( const char *pchName, float flCountThisSession, double dSessionLength )
{
PRINT_DEBUG("Steam_User_Stats::update_avg_rate_stat_internal %s\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_User_Stats::InternalSetResult<std::pair<GameServerStats_Messages::StatInfo::Stat_Type, float>> result{};
if (!pchName) return result;
std::string stat_name = common_helpers::ascii_to_lowercase(pchName);
const auto &stats_config = settings->getStats();
auto stats_data = stats_config.find(stat_name);
if (stats_config.end() == stats_data) return result;
if (stats_data->second.type == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return result;
result.internal_name = stat_name;
char data[sizeof(float) + sizeof(float) + sizeof(double)];
int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )data, sizeof(*data));
float oldcount = 0;
double oldsessionlength = 0;
if (read_data == sizeof(data)) {
memcpy(&oldcount, data + sizeof(float), sizeof(oldcount));
memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength));
}
oldcount += flCountThisSession;
oldsessionlength += dSessionLength;
float average = oldcount / oldsessionlength;
memcpy(data, &average, sizeof(average));
memcpy(data + sizeof(float), &oldcount, sizeof(oldcount));
memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength));
result.current_val.first = stats_data->second.type;
result.current_val.second = average;
if (local_storage->store_data(Local_Storage::stats_storage_folder, stat_name, data, sizeof(data)) == sizeof(data)) {
stats_cache_float[stat_name] = average;
result.success = true;
result.notify_server = true;
return result;
}
return result;
}
Steam_User_Stats::InternalSetResult<bool> Steam_User_Stats::set_achievement_internal( const char *pchName )
{
PRINT_DEBUG("Steam_User_Stats::set_achievement_internal '%s'\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_User_Stats::InternalSetResult<bool> result{};
if (!pchName) return result;
if (settings->achievement_bypass) {
result.success = true;
return result;
}
nlohmann::detail::iter_impl<nlohmann::json> it = defined_achievements.end();
try {
it = defined_achievements_find(pchName);
} catch(...) { }
if (defined_achievements.end() == it) return result;
result.current_val = true;
result.internal_name = pchName;
result.success = true;
try {
std::string pch_name = it->value("name", std::string());
result.internal_name = pch_name;
auto ach = user_achievements.find(pch_name);
if (user_achievements.end() == ach || ach->value("earned", false) == false) {
user_achievements[pch_name]["earned"] = true;
user_achievements[pch_name]["earned_time"] =
std::chrono::duration_cast<std::chrono::duration<uint32>>(std::chrono::system_clock::now().time_since_epoch()).count();
save_achievements();
result.notify_server = true;
if(!settings->disable_overlay) overlay->AddAchievementNotification(it.value());
}
} catch (...) {}
return result;
}
Steam_User_Stats::InternalSetResult<bool> Steam_User_Stats::clear_achievement_internal( const char *pchName )
{
PRINT_DEBUG("Steam_User_Stats::clear_achievement_internal '%s'\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_User_Stats::InternalSetResult<bool> result{};
if (!pchName) return result;
nlohmann::detail::iter_impl<nlohmann::json> it = defined_achievements.end();
try {
it = defined_achievements_find(pchName);
} catch(...) { }
if (defined_achievements.end() == it) return result;
result.current_val = false;
result.internal_name = pchName;
result.success = true;
try {
std::string pch_name = it->value("name", std::string());
result.internal_name = pch_name;
auto ach = user_achievements.find(pch_name);
// assume "earned" is true in case the json obj exists, but the key is absent
// assume "earned_time" is UINT32_MAX in case the json obj exists, but the key is absent
if (user_achievements.end() == ach ||
ach->value("earned", true) == true ||
ach->value("earned_time", static_cast<uint32>(UINT32_MAX)) == UINT32_MAX) {
user_achievements[pch_name]["earned"] = false;
user_achievements[pch_name]["earned_time"] = static_cast<uint32>(0);
save_achievements();
result.notify_server = true;
}
} catch (...) {}
return result;
}
void Steam_User_Stats::steam_user_stats_network_low_level(void *object, Common_Message *msg)
{
// PRINT_DEBUG("Steam_User_Stats::steam_user_stats_network_low_level\n");
auto inst = (Steam_User_Stats *)object;
inst->network_callback_low_level(msg);
}
void Steam_User_Stats::steam_user_stats_network_stats(void *object, Common_Message *msg)
{
// PRINT_DEBUG("Steam_User_Stats::steam_user_stats_network_stats\n");
auto inst = (Steam_User_Stats *)object;
inst->network_callback_stats(msg);
}
void Steam_User_Stats::steam_user_stats_network_leaderboards(void *object, Common_Message *msg)
{
// PRINT_DEBUG("Steam_User_Stats::steam_user_stats_network_leaderboards\n");
auto inst = (Steam_User_Stats *)object;
inst->network_callback_leaderboards(msg);
}
void Steam_User_Stats::steam_user_stats_run_every_runcb(void *object)
{
// PRINT_DEBUG("Steam_User_Stats::steam_user_stats_run_every_runcb\n");
auto inst = (Steam_User_Stats *)object;
inst->steam_run_callback();
}
Steam_User_Stats::Steam_User_Stats(Settings *settings, class Networking *network, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, Steam_Overlay* overlay):
settings(settings),
network(network),
local_storage(local_storage),
callback_results(callback_results),
callbacks(callbacks),
defined_achievements(nlohmann::json::object()),
user_achievements(nlohmann::json::object()),
run_every_runcb(run_every_runcb),
overlay(overlay)
{
load_achievements_db(); // achievements db
load_achievements(); // achievements per user
auto x = defined_achievements.begin();
while (x != defined_achievements.end()) {
if (!x->contains("name")) {
x = defined_achievements.erase(x);
} else {
++x;
}
}
for (auto & it : defined_achievements) {
try {
std::string name = static_cast<std::string const&>(it["name"]);
sorted_achievement_names.push_back(name);
if (user_achievements.find(name) == user_achievements.end()) {
user_achievements[name]["earned"] = false;
user_achievements[name]["earned_time"] = static_cast<uint32>(0);
}
achievement_trigger trig;
trig.name = name;
trig.value_operation = static_cast<std::string const&>(it["progress"]["value"]["operation"]);
std::string stat_name = common_helpers::ascii_to_lowercase(static_cast<std::string const&>(it["progress"]["value"]["operand1"]));
trig.min_value = static_cast<std::string const&>(it["progress"]["min_val"]);
trig.max_value = static_cast<std::string const&>(it["progress"]["max_val"]);
achievement_stat_trigger[stat_name].push_back(trig);
} catch (...) {}
try {
it["hidden"] = std::to_string(it["hidden"].get<int>());
} catch (...) {}
it["displayName"] = get_value_for_language(it, "displayName", settings->get_language());
it["description"] = get_value_for_language(it, "description", settings->get_language());
}
//TODO: not sure if the sort is actually case insensitive, ach names seem to be treated by steam as case insensitive so I assume they are.
//need to find a game with achievements of different case names to confirm
std::sort(sorted_achievement_names.begin(), sorted_achievement_names.end(), [](const std::string lhs, const std::string rhs){
const auto result = std::mismatch(lhs.cbegin(), lhs.cend(), rhs.cbegin(), rhs.cend(), [](const unsigned char lhs, const unsigned char rhs){return std::tolower(lhs) == std::tolower(rhs);});
return result.second != rhs.cend() && (result.first == lhs.cend() || std::tolower(*result.first) < std::tolower(*result.second));}
);
this->network->setCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_stats, this);
this->network->setCallback(CALLBACK_ID_LEADERBOARDS_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_leaderboards, this);
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_low_level, this);
this->run_every_runcb->add(&Steam_User_Stats::steam_user_stats_run_every_runcb, this);
}
Steam_User_Stats::~Steam_User_Stats()
{
this->network->rmCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_stats, this);
this->network->rmCallback(CALLBACK_ID_LEADERBOARDS_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_leaderboards, this);
this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_low_level, this);
this->run_every_runcb->remove(&Steam_User_Stats::steam_user_stats_run_every_runcb, this);
}
// Ask the server to send down this user's data and achievements for this game
STEAM_CALL_BACK( UserStatsReceived_t )
bool Steam_User_Stats::RequestCurrentStats()
{
PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
UserStatsReceived_t data{};
data.m_nGameID = settings->get_local_game_id().ToUint64();
data.m_eResult = k_EResultOK;
data.m_steamIDUser = settings->get_local_steam_id();
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1);
return true;
}
// Data accessors
bool Steam_User_Stats::GetStat( const char *pchName, int32 *pData )
{
PRINT_DEBUG("Steam_User_Stats::GetStat <int32> '%s' %p\n", pchName, pData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return false;
std::string stat_name = common_helpers::ascii_to_lowercase(pchName);
const auto &stats_config = settings->getStats();
auto stats_data = stats_config.find(stat_name);
if (stats_config.end() == stats_data) return false;
if (stats_data->second.type != GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
auto cached_stat = stats_cache_int.find(stat_name);
if (cached_stat != stats_cache_int.end()) {
if (pData) *pData = cached_stat->second;
return true;
}
int32 output = 0;
int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )&output, sizeof(output));
if (read_data == sizeof(int32)) {
stats_cache_int[stat_name] = output;
if (pData) *pData = output;
return true;
}
stats_cache_int[stat_name] = stats_data->second.default_value_int;
if (pData) *pData = stats_data->second.default_value_int;
return true;
}
bool Steam_User_Stats::GetStat( const char *pchName, float *pData )
{
PRINT_DEBUG("Steam_User_Stats::GetStat <float> '%s' %p\n", pchName, pData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return false;
std::string stat_name = common_helpers::ascii_to_lowercase(pchName);
const auto &stats_config = settings->getStats();
auto stats_data = stats_config.find(stat_name);
if (stats_config.end() == stats_data) return false;
if (stats_data->second.type == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
auto cached_stat = stats_cache_float.find(stat_name);
if (cached_stat != stats_cache_float.end()) {
if (pData) *pData = cached_stat->second;
return true;
}
float output = 0.0;
int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )&output, sizeof(output));
if (read_data == sizeof(float)) {
stats_cache_float[stat_name] = output;
if (pData) *pData = output;
return true;
}
stats_cache_float[stat_name] = stats_data->second.default_value_float;
if (pData) *pData = stats_data->second.default_value_float;
return true;
}
// Set / update data
bool Steam_User_Stats::SetStat( const char *pchName, int32 nData )
{
PRINT_DEBUG("Steam_User_Stats::SetStat <int32> '%s' = %i\n", pchName, nData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto ret = set_stat_internal(pchName, nData );
if (ret.success && ret.notify_server ) {
auto &new_stat = (*pending_server_updates.mutable_user_stats())[ret.internal_name];
new_stat.set_stat_type(GameServerStats_Messages::StatInfo::STAT_TYPE_INT);
new_stat.set_value_int(ret.current_val);
}
return ret.success;
}
bool Steam_User_Stats::SetStat( const char *pchName, float fData )
{
PRINT_DEBUG("Steam_User_Stats::SetStat <float> '%s' = %f\n", pchName, fData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto ret = set_stat_internal(pchName, fData);
if (ret.success && ret.notify_server) {
auto &new_stat = (*pending_server_updates.mutable_user_stats())[ret.internal_name];
new_stat.set_stat_type(ret.current_val.first);
new_stat.set_value_float(ret.current_val.second);
}
return ret.success;
}
bool Steam_User_Stats::UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength )
{
PRINT_DEBUG("Steam_User_Stats::UpdateAvgRateStat '%s'\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto ret = update_avg_rate_stat_internal(pchName, flCountThisSession, dSessionLength);
if (ret.success && ret.notify_server) {
auto &new_stat = (*pending_server_updates.mutable_user_stats())[ret.internal_name];
new_stat.set_stat_type(ret.current_val.first);
new_stat.set_value_float(ret.current_val.second);
}
return ret.success;
}
// Achievement flag accessors
bool Steam_User_Stats::GetAchievement( const char *pchName, bool *pbAchieved )
{
PRINT_DEBUG("Steam_User_Stats::GetAchievement '%s'\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return false;
nlohmann::detail::iter_impl<nlohmann::json> it = defined_achievements.end();
try {
it = defined_achievements_find(pchName);
} catch(...) { }
if (defined_achievements.end() == it) return false;
// according to docs, the function returns true if the achievement was found,
// regardless achieved or not
if (!pbAchieved) return true;
*pbAchieved = false;
try {
std::string pch_name = it->value("name", std::string());
auto ach = user_achievements.find(pch_name);
if (user_achievements.end() != ach) {
*pbAchieved = ach->value("earned", false);
}
} catch (...) { }
return true;
}
bool Steam_User_Stats::SetAchievement( const char *pchName )
{
PRINT_DEBUG("Steam_User_Stats::SetAchievement '%s'\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto ret = set_achievement_internal(pchName);
if (ret.success && ret.notify_server) {
auto &new_ach = (*pending_server_updates.mutable_user_achievements())[ret.internal_name];
new_ach.set_achieved(ret.current_val);
}
return ret.success;
}
bool Steam_User_Stats::ClearAchievement( const char *pchName )
{
PRINT_DEBUG("Steam_User_Stats::ClearAchievement '%s'\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto ret = clear_achievement_internal(pchName);
if (ret.success && ret.notify_server) {
auto &new_ach = (*pending_server_updates.mutable_user_achievements())[ret.internal_name];
new_ach.set_achieved(ret.current_val);
}
return ret.success;
}
// Get the achievement status, and the time it was unlocked if unlocked.
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
bool Steam_User_Stats::GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime )
{
PRINT_DEBUG("Steam_User_Stats::GetAchievementAndUnlockTime\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return false;
nlohmann::detail::iter_impl<nlohmann::json> it = defined_achievements.end();
try {
it = defined_achievements_find(pchName);
} catch(...) { }
if (defined_achievements.end() == it) return false;
if (pbAchieved) *pbAchieved = false;
if (punUnlockTime) *punUnlockTime = 0;
try {
std::string pch_name = it->value("name", std::string());
auto ach = user_achievements.find(pch_name);
if (user_achievements.end() != ach) {
if (pbAchieved) *pbAchieved = ach->value("earned", false);
if (punUnlockTime) *punUnlockTime = ach->value("earned_time", static_cast<uint32>(0));
}
} catch (...) {}
return true;
}
// Store the current data on the server, will get a callback when set
// And one callback for every new achievement
//
// If the callback has a result of k_EResultInvalidParam, one or more stats
// uploaded has been rejected, either because they broke constraints
// or were out of date. In this case the server sends back updated values.
// The stats should be re-iterated to keep in sync.
bool Steam_User_Stats::StoreStats()
{
PRINT_DEBUG("Steam_User_Stats::StoreStats\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
UserStatsStored_t data{};
data.m_eResult = k_EResultOK;
data.m_nGameID = settings->get_local_game_id().ToUint64();
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.01);
return true;
}
// Achievement / GroupAchievement metadata
// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set.
// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
// specified achievement.
int Steam_User_Stats::GetAchievementIcon( const char *pchName )
{
PRINT_DEBUG("TODO Steam_User_Stats::GetAchievementIcon\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return 0;
return 0;
}
std::string Steam_User_Stats::get_achievement_icon_name( const char *pchName, bool pbAchieved )
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return "";
nlohmann::detail::iter_impl<nlohmann::json> it = defined_achievements.end();
try {
it = defined_achievements_find(pchName);
} catch(...) { }
if (defined_achievements.end() == it) return "";
try {
if (pbAchieved) return it.value()["icon"].get<std::string>();
std::string locked_icon = it.value().value("icon_gray", std::string());
if (locked_icon.size()) return locked_icon;
else return it.value().value("icongray", std::string()); // old format
} catch (...) {}
return "";
}
// Get general attributes for an achievement. Accepts the following keys:
// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
const char * Steam_User_Stats::GetAchievementDisplayAttribute( const char *pchName, const char *pchKey )
{
PRINT_DEBUG("Steam_User_Stats::GetAchievementDisplayAttribute [%s] [%s]\n", pchName, pchKey);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName || !pchKey || !pchKey[0]) return "";
nlohmann::detail::iter_impl<nlohmann::json> it = defined_achievements.end();
try {
it = defined_achievements_find(pchName);
} catch(...) { }
if (defined_achievements.end() == it) return "";
if (strncmp(pchKey, "name", sizeof("name")) == 0) {
try {
return it.value()["displayName"].get_ptr<std::string*>()->c_str();
} catch (...) {}
} else if (strncmp(pchKey, "desc", sizeof("desc")) == 0) {
try {
return it.value()["description"].get_ptr<std::string*>()->c_str();
} catch (...) {}
} else if (strncmp(pchKey, "hidden", sizeof("hidden")) == 0) {
try {
return it.value()["hidden"].get_ptr<std::string*>()->c_str();
} catch (...) {}
}
return "";
}
// Achievement progress - triggers an AchievementProgress callback, that is all.
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
bool Steam_User_Stats::IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress )
{
PRINT_DEBUG("Steam_User_Stats::IndicateAchievementProgress %s\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return false;
if (nCurProgress >= nMaxProgress) return false;
auto ach_name = std::string(pchName);
// find in achievements.json
nlohmann::detail::iter_impl<nlohmann::json> it = defined_achievements.end();
try {
it = defined_achievements_find(ach_name);
} catch(...) { }
if (defined_achievements.end() == it) return false;
// get actual name from achievements.json
std::string actual_ach_name{};
try {
actual_ach_name = it->value("name", std::string());
} catch (...) { }
if (actual_ach_name.empty()) { // fallback
actual_ach_name = ach_name;
}
// check if already achieved
bool achieved = false;
try {
auto ach = user_achievements.find(actual_ach_name);
if (ach != user_achievements.end()) {
achieved = ach->value("earned", false);
}
} catch (...) { }
if (achieved) return false;
// save new progress
try {
user_achievements[actual_ach_name]["progress"] = nCurProgress;
user_achievements[actual_ach_name]["max_progress"] = nMaxProgress;
save_achievements();
} catch (...) {}
UserAchievementStored_t data{};
data.m_nGameID = settings->get_local_game_id().ToUint64();
data.m_bGroupAchievement = false;
data.m_nCurProgress = nCurProgress;
data.m_nMaxProgress = nMaxProgress;
ach_name.copy(data.m_rgchAchievementName, sizeof(data.m_rgchAchievementName) - 1);
callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
return true;
}
// Used for iterating achievements. In general games should not need these functions because they should have a
// list of existing achievements compiled into them
uint32 Steam_User_Stats::GetNumAchievements()
{
PRINT_DEBUG("Steam_User_Stats::GetNumAchievements\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return (uint32)defined_achievements.size();
}
// Get achievement name iAchievement in [0,GetNumAchievements)
const char * Steam_User_Stats::GetAchievementName( uint32 iAchievement )
{
PRINT_DEBUG("Steam_User_Stats::GetAchievementName\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (iAchievement >= sorted_achievement_names.size()) {
return "";
}
return sorted_achievement_names[iAchievement].c_str();
}
// Friends stats & achievements
// downloads stats for the user
// returns a UserStatsReceived_t received when completed
// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
STEAM_CALL_RESULT( UserStatsReceived_t )
SteamAPICall_t Steam_User_Stats::RequestUserStats( CSteamID steamIDUser )
{
PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
// Enable this to allow hot reload achievements status
//if (steamIDUser == settings->get_local_steam_id()) {
// load_achievements();
//}
UserStatsReceived_t data;
data.m_nGameID = settings->get_local_game_id().ToUint64();
data.m_eResult = k_EResultOK;
data.m_steamIDUser = steamIDUser;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1);
}
// requests stat information for a user, usable after a successful call to RequestUserStats()
bool Steam_User_Stats::GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData )
{
PRINT_DEBUG("Steam_User_Stats::GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return false;
if (steamIDUser == settings->get_local_steam_id()) {
GetStat(pchName, pData);
} else {
*pData = 0;
}
return true;
}
bool Steam_User_Stats::GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData )
{
PRINT_DEBUG("Steam_User_Stats::GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return false;
if (steamIDUser == settings->get_local_steam_id()) {
GetStat(pchName, pData);
} else {
*pData = 0;
}
return true;
}
bool Steam_User_Stats::GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved )
{
PRINT_DEBUG("Steam_User_Stats::GetUserAchievement %s\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return false;
if (steamIDUser == settings->get_local_steam_id()) {
return GetAchievement(pchName, pbAchieved);
}
return false;
}
// See notes for GetAchievementAndUnlockTime above
bool Steam_User_Stats::GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime )
{
PRINT_DEBUG("Steam_User_Stats::GetUserAchievementAndUnlockTime %s\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return false;
if (steamIDUser == settings->get_local_steam_id()) {
return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime);
}
return false;
}
// Reset stats
bool Steam_User_Stats::ResetAllStats( bool bAchievementsToo )
{
PRINT_DEBUG("Steam_User_Stats::ResetAllStats\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
//TODO
if (bAchievementsToo) {
std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) {
v["earned"] = false;
v["earned_time"] = 0;
});
}
return true;
}
// Leaderboard functions
// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
STEAM_CALL_RESULT(LeaderboardFindResult_t)
SteamAPICall_t Steam_User_Stats::FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType )
{
PRINT_DEBUG("Steam_User_Stats::FindOrCreateLeaderboard '%s'\n", pchLeaderboardName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchLeaderboardName) {
LeaderboardFindResult_t data{};
data.m_hSteamLeaderboard = 0;
data.m_bLeaderboardFound = 0;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}
unsigned int board_handle = cache_leaderboard_ifneeded(pchLeaderboardName, eLeaderboardSortMethod, eLeaderboardDisplayType);
send_my_leaderboard_score(cached_leaderboards[board_handle - 1], nullptr, true);
LeaderboardFindResult_t data{};
data.m_hSteamLeaderboard = board_handle;
data.m_bLeaderboardFound = 1;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); // TODO is the timing ok?
}
// as above, but won't create the leaderboard if it's not found
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
STEAM_CALL_RESULT( LeaderboardFindResult_t )
SteamAPICall_t Steam_User_Stats::FindLeaderboard( const char *pchLeaderboardName )
{
PRINT_DEBUG("Steam_User_Stats::FindLeaderboard '%s'\n", pchLeaderboardName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchLeaderboardName) {
LeaderboardFindResult_t data{};
data.m_hSteamLeaderboard = 0;
data.m_bLeaderboardFound = 0;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}
std::string name_lower(common_helpers::ascii_to_lowercase(pchLeaderboardName));
const auto &settings_Leaderboards = settings->getLeaderboards();
auto it = settings_Leaderboards.begin();
for (; settings_Leaderboards.end() != it; ++it) {
if (common_helpers::str_cmp_insensitive(it->first, name_lower)) break;
}
if (settings_Leaderboards.end() != it) {
auto &config = it->second;
return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type);
} else if (!settings->disable_leaderboards_create_unknown) {
return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric);
} else {
LeaderboardFindResult_t data{};
data.m_hSteamLeaderboard = find_cached_leaderboard(name_lower);
data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}
}
// returns the name of a leaderboard
const char * Steam_User_Stats::GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard )
{
PRINT_DEBUG("Steam_User_Stats::GetLeaderboardName %llu\n", hSteamLeaderboard);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (hSteamLeaderboard > cached_leaderboards.size() || hSteamLeaderboard <= 0) return "";
return cached_leaderboards[hSteamLeaderboard - 1].name.c_str();
}
// returns the total number of entries in a leaderboard, as of the last request
int Steam_User_Stats::GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard )
{
PRINT_DEBUG("Steam_User_Stats::GetLeaderboardEntryCount %llu\n", hSteamLeaderboard);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (hSteamLeaderboard > cached_leaderboards.size() || hSteamLeaderboard <= 0) return 0;
return (int)cached_leaderboards[hSteamLeaderboard - 1].entries.size();
}
// returns the sort method of the leaderboard
ELeaderboardSortMethod Steam_User_Stats::GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard )
{
PRINT_DEBUG("Steam_User_Stats::GetLeaderboardSortMethod %llu\n", hSteamLeaderboard);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (hSteamLeaderboard > cached_leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone;
return cached_leaderboards[hSteamLeaderboard - 1].sort_method;
}
// returns the display type of the leaderboard
ELeaderboardDisplayType Steam_User_Stats::GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard )
{
PRINT_DEBUG("Steam_User_Stats::GetLeaderboardDisplayType %llu\n", hSteamLeaderboard);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (hSteamLeaderboard > cached_leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone;
return cached_leaderboards[hSteamLeaderboard - 1].display_type;
}
// Asks the Steam back-end for a set of rows in the leaderboard.
// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
// You can ask for more entries than exist, and it will return as many as do exist.
// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user
STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd )
{
PRINT_DEBUG("Steam_User_Stats::DownloadLeaderboardEntries %llu %i [%i, %i]\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (hSteamLeaderboard > cached_leaderboards.size() || hSteamLeaderboard <= 0) return k_uAPICallInvalid; //might return callresult even if hSteamLeaderboard is invalid
int entries_count = (int)cached_leaderboards[hSteamLeaderboard - 1].entries.size();
// https://partner.steamgames.com/doc/api/ISteamUserStats#ELeaderboardDataRequest
if (eLeaderboardDataRequest != k_ELeaderboardDataRequestFriends) {
int required_count = nRangeEnd - nRangeStart + 1;
if (required_count < 0) required_count = 0;
if (required_count < entries_count) entries_count = required_count;
}
LeaderboardScoresDownloaded_t data{};
data.m_hSteamLeaderboard = hSteamLeaderboard;
data.m_hSteamLeaderboardEntries = hSteamLeaderboard;
data.m_cEntryCount = entries_count;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); // TODO is this timing ok?
}
// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
// if a user doesn't have a leaderboard entry, they won't be included in the result
// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers)
STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard,
STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers )
{
PRINT_DEBUG("Steam_User_Stats::DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (hSteamLeaderboard > cached_leaderboards.size() || hSteamLeaderboard <= 0) return k_uAPICallInvalid; //might return callresult even if hSteamLeaderboard is invalid
auto &board = cached_leaderboards[hSteamLeaderboard - 1];
bool ok = true;
int total_count = 0;
if (prgUsers && cUsers > 0) {
for (int i = 0; i < cUsers; ++i) {
const auto &user_steamid = prgUsers[i];
if (!user_steamid.IsValid()) {
ok = false;
PRINT_DEBUG("Steam_User_Stats::DownloadLeaderboardEntriesForUsers bad userid %llu\n", user_steamid.ConvertToUint64());
break;
}
if (board.find_recent_entry(user_steamid)) ++total_count;
request_user_leaderboard_entry(board, user_steamid);
}
}
PRINT_DEBUG("Steam_User_Stats::DownloadLeaderboardEntriesForUsers total count %i\n", total_count);
// https://partner.steamgames.com/doc/api/ISteamUserStats#DownloadLeaderboardEntriesForUsers
if (!ok || total_count > 100) return k_uAPICallInvalid;
LeaderboardScoresDownloaded_t data{};
data.m_hSteamLeaderboard = hSteamLeaderboard;
data.m_hSteamLeaderboardEntries = hSteamLeaderboard;
data.m_cEntryCount = total_count;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); // TODO is this timing ok?
}
// Returns data about a single leaderboard entry
// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
// e.g.
// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
// {
// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
// {
// LeaderboardEntry_t leaderboardEntry;
// int32 details[3]; // we know this is how many we've stored previously
// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
// assert( leaderboardEntry.m_cDetails == 3 );
// ...
// }
// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
bool Steam_User_Stats::GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax )
{
PRINT_DEBUG("Steam_User_Stats::GetDownloadedLeaderboardEntry\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (hSteamLeaderboardEntries > cached_leaderboards.size() || hSteamLeaderboardEntries <= 0) return false;
const auto &board = cached_leaderboards[hSteamLeaderboardEntries - 1];
if (index < 0 || index >= board.entries.size()) return false;
const auto &target_entry = board.entries[index];
if (pLeaderboardEntry) {
LeaderboardEntry_t entry{};
entry.m_steamIDUser = target_entry.steam_id;
entry.m_nGlobalRank = 1 + (int)(&target_entry - &board.entries[0]);
entry.m_nScore = target_entry.score;
*pLeaderboardEntry = entry;
}
if (pDetails && cDetailsMax > 0) {
for (int i = 0; i < target_entry.score_details.size() && i < cDetailsMax; ++i) {
pDetails[i] = target_entry.score_details[i];
}
}
return true;
}
// Uploads a user score to the Steam back-end.
// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
// Details are extra game-defined information regarding how the user got that score
// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
STEAM_CALL_RESULT( LeaderboardScoreUploaded_t )
SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount )
{
PRINT_DEBUG("Steam_User_Stats::UploadLeaderboardScore %llu %i\n", hSteamLeaderboard, nScore);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (hSteamLeaderboard > cached_leaderboards.size() || hSteamLeaderboard <= 0) return k_uAPICallInvalid; //TODO: might return callresult even if hSteamLeaderboard is invalid
auto &board = cached_leaderboards[hSteamLeaderboard - 1];
auto &my_entry = *board.find_recent_entry(settings->get_local_steam_id());
int current_rank = (int)(&my_entry - &board.entries[0]);
int new_rank = current_rank;
bool score_updated = false;
switch (eLeaderboardUploadScoreMethod)
{
case k_ELeaderboardUploadScoreMethodKeepBest: { // keep user's best score
if (board.sort_method == k_ELeaderboardSortMethodAscending) { // keep user's lowest score
score_updated = nScore < my_entry.score;
} else { // keep user's highest score
score_updated = nScore > my_entry.score;
}
}
break;
case k_ELeaderboardUploadScoreMethodForceUpdate: { // always replace score with specified
score_updated = my_entry.score != nScore;
}
break;
default: break;
}
if (score_updated || (eLeaderboardUploadScoreMethod == k_ELeaderboardUploadScoreMethodForceUpdate)) {
Steam_Leaderboard_Entry new_entry{};
new_entry.steam_id = settings->get_local_steam_id();
new_entry.score = nScore;
if (pScoreDetails && cScoreDetailsCount > 0) {
for (int i = 0; i < cScoreDetailsCount; ++i) {
new_entry.score_details.push_back(pScoreDetails[i]);
}
}
update_leaderboard_entry(board, new_entry);
// check again in case this was a forced update
if (score_updated) save_my_leaderboard_entry(board);
send_my_leaderboard_score(board);
new_rank = (int)(board.find_recent_entry(settings->get_local_steam_id()) - &board.entries[0]);
}
LeaderboardScoreUploaded_t data{};
data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score.
data.m_hSteamLeaderboard = hSteamLeaderboard;
data.m_nScore = nScore;
data.m_bScoreChanged = score_updated;
data.m_nGlobalRankNew = 1 + new_rank;
data.m_nGlobalRankPrevious = 1 + current_rank;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); // TODO is this timing ok?
}
SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount )
{
PRINT_DEBUG("UploadLeaderboardScore old\n");
return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount);
}
// Attaches a piece of user generated content the user's entry on a leaderboard.
// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
STEAM_CALL_RESULT( LeaderboardUGCSet_t )
SteamAPICall_t Steam_User_Stats::AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC )
{
PRINT_DEBUG("Steam_User_Stats::AttachLeaderboardUGC\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
LeaderboardUGCSet_t data{};
if (hSteamLeaderboard > cached_leaderboards.size() || hSteamLeaderboard <= 0) {
data.m_eResult = k_EResultFail;
} else {
data.m_eResult = k_EResultOK;
}
data.m_hSteamLeaderboard = hSteamLeaderboard;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}
// Retrieves the number of players currently playing your game (online + offline)
// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
STEAM_CALL_RESULT( NumberOfCurrentPlayers_t )
SteamAPICall_t Steam_User_Stats::GetNumberOfCurrentPlayers()
{
PRINT_DEBUG("Steam_User_Stats::GetNumberOfCurrentPlayers\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
std::random_device rd{};
std::mt19937 gen(rd());
std::uniform_int_distribution<int32> distrib(117, 1017);
NumberOfCurrentPlayers_t data{};
data.m_bSuccess = 1;
data.m_cPlayers = distrib(gen);
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}
// Requests that Steam fetch data on the percentage of players who have received each achievement
// for the game globally.
// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t )
SteamAPICall_t Steam_User_Stats::RequestGlobalAchievementPercentages()
{
PRINT_DEBUG("Steam_User_Stats::RequestGlobalAchievementPercentages\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
GlobalAchievementPercentagesReady_t data{};
data.m_eResult = EResult::k_EResultOK;
data.m_nGameID = settings->get_local_game_id().ToUint64();
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}
// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
// the next most achieved afterwards. Will return -1 if there is no data on achievement
// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
int Steam_User_Stats::GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved )
{
PRINT_DEBUG("Steam_User_Stats::GetMostAchievedAchievementInfo\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchName) return -1;
std::string name(GetAchievementName(0));
if (name.empty()) return -1;
if (pchName && unNameBufLen) {
memset(pchName, 0, unNameBufLen);
name.copy(pchName, unNameBufLen - 1);
}
if (pflPercent) *pflPercent = 90;
if (pbAchieved) {
bool achieved = false;
GetAchievement(name.c_str(), &achieved);
*pbAchieved = achieved;
}
return 0;
}
// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
// achievement has been iterated.
int Steam_User_Stats::GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved )
{
PRINT_DEBUG("Steam_User_Stats::GetNextMostAchievedAchievementInfo\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (iIteratorPrevious < 0) return -1;
int iIteratorCurrent = iIteratorPrevious + 1;
if (iIteratorCurrent >= defined_achievements.size()) return -1;
std::string name(GetAchievementName(iIteratorCurrent));
if (name.empty()) return -1;
if (pchName && unNameBufLen) {
memset(pchName, 0, unNameBufLen);
name.copy(pchName, unNameBufLen - 1);
}
if (pflPercent) {
*pflPercent = (float)(90 * (defined_achievements.size() - iIteratorCurrent) / defined_achievements.size());
}
if (pbAchieved) {
bool achieved = false;
GetAchievement(name.c_str(), &achieved);
*pbAchieved = achieved;
}
return iIteratorCurrent;
}
// Returns the percentage of users who have achieved the specified achievement.
bool Steam_User_Stats::GetAchievementAchievedPercent( const char *pchName, float *pflPercent )
{
PRINT_DEBUG("Steam_User_Stats::GetAchievementAchievedPercent '%s'\n", pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto it = defined_achievements_find(pchName);
if (defined_achievements.end() == it) return false;
size_t idx = it - defined_achievements.begin();
if (pflPercent) {
*pflPercent = (float)(90 * (defined_achievements.size() - idx) / defined_achievements.size());
}
return true;
}
// Requests global stats data, which is available for stats marked as "aggregated".
// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
// to the overall totals. The limit is 60.
STEAM_CALL_RESULT( GlobalStatsReceived_t )
SteamAPICall_t Steam_User_Stats::RequestGlobalStats( int nHistoryDays )
{
PRINT_DEBUG("Steam_User_Stats::RequestGlobalStats %i\n", nHistoryDays);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
GlobalStatsReceived_t data{};
data.m_nGameID = settings->get_local_game_id().ToUint64();
data.m_eResult = k_EResultOK;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}
// Gets the lifetime totals for an aggregated stat
bool Steam_User_Stats::GetGlobalStat( const char *pchStatName, int64 *pData )
{
PRINT_DEBUG("Steam_User_Stats::GetGlobalStat %s\n", pchStatName);
return false;
}
bool Steam_User_Stats::GetGlobalStat( const char *pchStatName, double *pData )
{
PRINT_DEBUG("Steam_User_Stats::GetGlobalStat %s\n", pchStatName);
return false;
}
// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
// elements actually set.
int32 Steam_User_Stats::GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData )
{
PRINT_DEBUG("Steam_User_Stats::GetGlobalStatHistory int64 %s\n", pchStatName);
return 0;
}
int32 Steam_User_Stats::GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData )
{
PRINT_DEBUG("Steam_User_Stats::GetGlobalStatHistory double %s\n", pchStatName);
return 0;
}
// For achievements that have related Progress stats, use this to query what the bounds of that progress are.
// You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress
// have been made, to show a progress notification to the user.
bool Steam_User_Stats::GetAchievementProgressLimits( const char *pchName, int32 *pnMinProgress, int32 *pnMaxProgress )
{
PRINT_DEBUG("Steam_User_Stats::GetAchievementProgressLimits int\n");
return false;
}
bool Steam_User_Stats::GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress )
{
PRINT_DEBUG("Steam_User_Stats::GetAchievementProgressLimits float\n");
return false;
}
// --- steam callbacks
void Steam_User_Stats::send_updated_stats()
{
if (pending_server_updates.user_stats().empty() && pending_server_updates.user_achievements().empty()) return;
auto new_updates_msg = new GameServerStats_Messages::AllStats(pending_server_updates);
pending_server_updates.clear_user_stats();
pending_server_updates.clear_user_achievements();
auto gameserverstats_msg = new GameServerStats_Messages();
gameserverstats_msg->set_type(GameServerStats_Messages::UpdateUserStatsFromUser);
gameserverstats_msg->set_allocated_update_user_stats(new_updates_msg);
Common_Message msg{};
// https://protobuf.dev/reference/cpp/cpp-generated/#string
// set_allocated_xxx() takes ownership of the allocated object, no need to delete
msg.set_allocated_gameserver_stats_messages(gameserverstats_msg);
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
// here we send to all users on the network because we don't know the server steamid
network->sendToAll(&msg, true);
PRINT_DEBUG(
"Steam_User_Stats::send_updated_stats sent updated stats: %zu stats, %zu achievements\n",
new_updates_msg->user_stats().size(), new_updates_msg->user_achievements().size()
);
}
void Steam_User_Stats::steam_run_callback()
{
send_updated_stats();
}
// --- networking callbacks
// only triggered when we have a message
void Steam_User_Stats::network_stats_initial(Common_Message *msg)
{
if (!msg->gameserver_stats_messages().has_initial_user_stats()) {
PRINT_DEBUG("Steam_User_Stats::network_stats_initial error empty msg\n");
return;
}
uint64 server_steamid = msg->source_id();
auto all_stats_msg = new GameServerStats_Messages::AllStats();
// get all stats
auto &stats_map = *all_stats_msg->mutable_user_stats();
const auto &current_stats = settings->getStats();
for (const auto &stat : current_stats) {
auto &this_stat = stats_map[stat.first];
this_stat.set_stat_type(stat.second.type);
switch (stat.second.type)
{
case GameServerStats_Messages::StatInfo::STAT_TYPE_INT: {
int32 val = 0;
GetStat(stat.first.c_str(), &val);
this_stat.set_value_int(val);
}
break;
case GameServerStats_Messages::StatInfo::STAT_TYPE_AVGRATE: // we set the float value also for avg
case GameServerStats_Messages::StatInfo::STAT_TYPE_FLOAT: {
float val = 0;
GetStat(stat.first.c_str(), &val);
this_stat.set_value_float(val);
}
break;
default:
PRINT_DEBUG("Steam_User_Stats::network_stats_initial Request_AllUserStats unhandled stat type %i\n", (int)stat.second.type);
break;
}
}
// get all achievements
auto &achievements_map = *all_stats_msg->mutable_user_achievements();
for (const auto &ach : defined_achievements) {
const std::string &name = static_cast<const std::string &>( ach.value("name", std::string()) );
auto &this_ach = achievements_map[name];
bool achieved = false;
GetAchievement(name.c_str(), &achieved);
this_ach.set_achieved(achieved);
}
auto initial_stats_msg = new GameServerStats_Messages::InitialAllStats();
// send back same api call id
initial_stats_msg->set_steam_api_call(msg->gameserver_stats_messages().initial_user_stats().steam_api_call());
initial_stats_msg->set_allocated_all_data(all_stats_msg);
auto gameserverstats_msg = new GameServerStats_Messages();
gameserverstats_msg->set_type(GameServerStats_Messages::Response_AllUserStats);
gameserverstats_msg->set_allocated_initial_user_stats(initial_stats_msg);
Common_Message new_msg{};
// https://protobuf.dev/reference/cpp/cpp-generated/#string
// set_allocated_xxx() takes ownership of the allocated object, no need to delete
new_msg.set_allocated_gameserver_stats_messages(gameserverstats_msg);
new_msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
new_msg.set_dest_id(server_steamid);
network->sendTo(&new_msg, true);
PRINT_DEBUG(
"Steam_User_Stats::network_stats_initial server requested all stats, sent %zu stats, %zu achievements\n",
initial_stats_msg->all_data().user_stats().size(), initial_stats_msg->all_data().user_achievements().size()
);
}
void Steam_User_Stats::network_stats_updated(Common_Message *msg)
{
if (!msg->gameserver_stats_messages().has_update_user_stats()) {
PRINT_DEBUG("Steam_User_Stats::network_stats_updated error empty msg\n");
return;
}
auto &new_user_data = msg->gameserver_stats_messages().update_user_stats();
// update our stats
for (auto &new_stat : new_user_data.user_stats()) {
switch (new_stat.second.stat_type())
{
case GameServerStats_Messages::StatInfo::STAT_TYPE_INT: {
set_stat_internal(new_stat.first.c_str(), new_stat.second.value_int());
}
break;
case GameServerStats_Messages::StatInfo::STAT_TYPE_AVGRATE:
case GameServerStats_Messages::StatInfo::STAT_TYPE_FLOAT: {
set_stat_internal(new_stat.first.c_str(), new_stat.second.value_float());
// non-INT values could have avg values
if (new_stat.second.has_value_avg()) {
auto &avg_val = new_stat.second.value_avg();
update_avg_rate_stat_internal(new_stat.first.c_str(), avg_val.count_this_session(), avg_val.session_length());
}
}
break;
default:
PRINT_DEBUG("Steam_User_Stats::network_stats_updated UpdateUserStats unhandled stat type %i\n", (int)new_stat.second.stat_type());
break;
}
}
// update achievements
for (auto &new_ach : new_user_data.user_achievements()) {
if (new_ach.second.achieved()) {
set_achievement_internal(new_ach.first.c_str());
} else {
clear_achievement_internal(new_ach.first.c_str());
}
}
PRINT_DEBUG(
"Steam_User_Stats::network_stats_updated server sent updated user stats, %zu stats, %zu achievements\n",
new_user_data.user_stats().size(), new_user_data.user_achievements().size()
);
}
void Steam_User_Stats::network_callback_stats(Common_Message *msg)
{
// network->sendToAll() sends to current user also
if (msg->source_id() == settings->get_local_steam_id().ConvertToUint64()) return;
uint64 server_steamid = msg->source_id();
switch (msg->gameserver_stats_messages().type())
{
// server wants all stats
case GameServerStats_Messages::Request_AllUserStats:
network_stats_initial(msg);
break;
// server has updated/new stats
case GameServerStats_Messages::UpdateUserStatsFromServer:
network_stats_updated(msg);
break;
default:
PRINT_DEBUG("Steam_User_Stats::network_callback_stats unhandled type %i\n", (int)msg->gameserver_stats_messages().type());
break;
}
}
// someone updated their score
void Steam_User_Stats::network_leaderboard_update_score(Common_Message *msg, Steam_Leaderboard &board, bool send_score_back)
{
if (!msg->leaderboards_messages().has_user_score_entry()) {
PRINT_DEBUG("Steam_User_Stats::network_leaderboard_update_score error empty msg\n");
return;
}
CSteamID sender_steamid((uint64)msg->source_id());
PRINT_DEBUG(
"Steam_User_Stats::network_leaderboard_update_score got score for user %llu on leaderboard '%s' (send our score back=%i)\n",
(uint64)msg->source_id(), board.name.c_str(), (int)send_score_back
);
const auto &user_score_msg = msg->leaderboards_messages().user_score_entry();
Steam_Leaderboard_Entry updated_entry{};
updated_entry.steam_id = sender_steamid;
updated_entry.score = user_score_msg.score();
updated_entry.score_details.reserve(user_score_msg.score_details().size());
updated_entry.score_details.assign(user_score_msg.score_details().begin(), user_score_msg.score_details().end());
update_leaderboard_entry(board, updated_entry);
// if the sender wants back our score, send it to all, not just them
// in case we have 3 or more players and none of them have our data
if (send_score_back) send_my_leaderboard_score(board);
}
// someone is requesting our score on a leaderboard
void Steam_User_Stats::network_leaderboard_send_my_score(Common_Message *msg, const Steam_Leaderboard &board)
{
CSteamID sender_steamid((uint64)msg->source_id());
PRINT_DEBUG(
"Steam_User_Stats::network_leaderboard_send_my_score user %llu requested our score for leaderboard '%s'\n",
(uint64)msg->source_id(), board.name.c_str()
);
send_my_leaderboard_score(board, &sender_steamid);
}
void Steam_User_Stats::network_callback_leaderboards(Common_Message *msg)
{
// network->sendToAll() sends to current user also
if (msg->source_id() == settings->get_local_steam_id().ConvertToUint64()) return;
if (settings->get_local_game_id().AppID() != msg->leaderboards_messages().appid()) return;
if (!msg->leaderboards_messages().has_leaderboard_info()) {
PRINT_DEBUG("Steam_User_Stats::network_callback_leaderboards error empty leaderboard msg\n");
return;
}
const auto &board_info_msg = msg->leaderboards_messages().leaderboard_info();
PRINT_DEBUG("Steam_User_Stats::network_callback_leaderboards attempting to cache leaderboard '%s'\n", board_info_msg.board_name().c_str());
unsigned int board_handle = cache_leaderboard_ifneeded(
board_info_msg.board_name(),
(ELeaderboardSortMethod)board_info_msg.sort_method(),
(ELeaderboardDisplayType)board_info_msg.display_type()
);
switch (msg->leaderboards_messages().type()) {
// someone updated their score
case Leaderboards_Messages::UpdateUserScore:
network_leaderboard_update_score(msg, cached_leaderboards[board_handle - 1], false);
break;
// someone updated their score and wants us to share back ours
case Leaderboards_Messages::UpdateUserScoreMutual:
network_leaderboard_update_score(msg, cached_leaderboards[board_handle - 1], true);
break;
// someone is requesting our score on a leaderboard
case Leaderboards_Messages::RequestUserScore:
network_leaderboard_send_my_score(msg, cached_leaderboards[board_handle - 1]);
break;
default:
PRINT_DEBUG("Steam_User_Stats::network_callback_leaderboards unhandled type %i\n", (int)msg->leaderboards_messages().type());
break;
}
}
// user connect/disconnect
void Steam_User_Stats::network_callback_low_level(Common_Message *msg)
{
CSteamID steamid((uint64)msg->source_id());
// this should never happen, but just in case
if (steamid == settings->get_local_steam_id()) return;
switch (msg->low_level().type())
{
case Low_Level::CONNECT:
// nothing
break;
case Low_Level::DISCONNECT: {
for (auto &board : cached_leaderboards) {
board.remove_entries(steamid);
}
// PRINT_DEBUG("Steam_User_Stats::network_callback_low_level removed user %llu\n", (uint64)steamid.ConvertToUint64());
}
break;
default:
PRINT_DEBUG("Steam_User_Stats::network_callback_low_level unknown type %i\n", (int)msg->low_level().type());
break;
}
}